overloaded.fpahmad36.workers.dev
Overloaded is a Napoleonic command game: you stand on the field while your own agent uses WebMCP to run a much larger control surface.
First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com
Answer 3 · Act 15 · Transact 1 · Score: Not yet scored
Tool inspector
add_rule
The heart of the game. An order is written to one named formation or one named base and set off by one named thing: "Alpha attacks the attacker when it comes under fire", "Headquarters raises 16 infantry when the war chest passes 800 crates". Nothing in an order is a wildcard and every place it names is a place you can point at. It then acts on its own, for the rest of the battle, with no second call. Use list_rules for the vocabulary.
Input schema
| Property | Type | Required | Description |
|---|---|---|---|
watch |
— | yes | What the order is written against, and it must be one named thing: a formation name like "Alpha", a structure id like "base1", or "chest" for your own war chest. There is no wildcard. |
trigger |
— | yes | What the watched thing has to do. A formation reports under_fire, spotted, weakened, arrived, idle, destroyed; a base reports threatened, supply_cut, supply_restored, captured, lost, destroyed; the chest reports supply_above. |
threshold |
number | no | For 'weakened' a percentage of establishment, so 45 or 0.45 both mean forty-five percent; for 'supply_above' a number of crates. |
actor |
— | yes | Who carries the order out: a formation name like "Alpha", or a structure id like "base1" (a base can only raise men). |
action |
— | yes | A formation can march, hold, attack, retreat or stand in reserve; only cavalry can charge and only artillery can bombard; only a base can recruit. |
place |
— | no | The ground the order aims at, always named: "attacker" for the enemy that set the watch off (only for under_fire, spotted and threatened), a formation name, a structure id, or { x, y } for a marked spot. Orders that go nowhere -- fall back, stand in reserve, raise men -- take no place. |
unitType |
— | no | For the recruit action. |
count |
integer | no | For the recruit action. |
once |
boolean | no | Retire the order after it acts once. |
cooldownS |
number | no | Seconds before it may act again. |
Raw JSON schema
{
"type": "object",
"additionalProperties": false,
"required": [
"watch",
"trigger",
"actor",
"action"
],
"properties": {
"watch": {
"description": "What the order is written against, and it must be one named thing: a formation name like \"Alpha\", a structure id like \"base1\", or \"chest\" for your own war chest. There is no wildcard.",
"anyOf": [
{
"type": "string"
},
{
"type": "object",
"additionalProperties": false,
"required": [
"kind"
],
"properties": {
"kind": {
"enum": [
"binding",
"structure",
"chest"
]
},
"ref": {
"type": "string"
}
}
}
]
},
"trigger": {
"enum": [
"under_fire",
"spotted",
"weakened",
"arrived",
"idle",
"threatened",
"supply_cut",
"supply_restored",
"captured",
"lost",
"destroyed",
"supply_above"
],
"description": "What the watched thing has to do. A formation reports under_fire, spotted, weakened, arrived, idle, destroyed; a base reports threatened, supply_cut, supply_restored, captured, lost, destroyed; the chest reports supply_above."
},
"threshold": {
"type": "number",
"description": "For 'weakened' a percentage of establishment, so 45 or 0.45 both mean forty-five percent; for 'supply_above' a number of crates."
},
"actor": {
"description": "Who carries the order out: a formation name like \"Alpha\", or a structure id like \"base1\" (a base can only raise men).",
"anyOf": [
{
"type": "string"
},
{
"type": "object",
"additionalProperties": false,
"required": [
"kind",
"ref"
],
"properties": {
"kind": {
"enum": [
"binding",
"structure"
]
},
"ref": {
"type": "string"
}
}
}
]
},
"action": {
"enum": [
"move",
"hold",
"attack_area",
"bombard",
"charge",
"retreat",
"reserve",
"recruit"
],
"description": "A formation can march, hold, attack, retreat or stand in reserve; only cavalry can charge and only artillery can bombard; only a base can recruit."
},
"place": {
"description": "The ground the order aims at, always named: \"attacker\" for the enemy that set the watch off (only for under_fire, spotted and threatened), a formation name, a structure id, or { x, y } for a marked spot. Orders that go nowhere -- fall back, stand in reserve, raise men -- take no place.",
"anyOf": [
{
"type": "string"
},
{
"type": "object",
"additionalProperties": false,
"required": [
"x",
"y"
],
"properties": {
"x": {
"type": "integer"
},
"y": {
"type": "integer"
}
}
}
]
},
"unitType": {
"enum": [
"infantry",
"cavalry",
"artillery"
],
"description": "For the recruit action."
},
"count": {
"type": "integer",
"minimum": 1,
"maximum": 60,
"description": "For the recruit action."
},
"once": {
"type": "boolean",
"description": "Retire the order after it acts once."
},
"cooldownS": {
"type": "number",
"minimum": 0,
"maximum": 600,
"description": "Seconds before it may act again."
}
}
}
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